hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress very nice

hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress :) very nice

I doubt that's sufficient, these tracks are mostly trivial. In the more general case there is one track behind the car, and one in front. That way you can do loops and other upside down stuff :)

Currently I am thinking I should draw the car twice; once at the front of the car, and once on the back, probably with a little masking so you don't overwrite the front track of the voxel behind it.

_________________My project: Messing about in FreeRCT, dev blog, and IRC #freerct at oftc.net

hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress very nice

I doubt that's sufficient, these tracks are mostly trivial. In the more general case there is one track behind the car, and one in front. That way you can do loops and other upside down stuff

Currently I am thinking I should draw the car twice; once at the front of the car, and once on the back, probably with a little masking so you don't overwrite the front track of the voxel behind it.

Ah, I didn't think about that, very good point and your solution seems logical .

Cool stuff. I assume the car is a sprite? How many rotated sprites do you think you'll need? Or are going to go for an on-the-fly rotation?

It's a bitmap indeed. For the empty car, I have 4096 sprites (3 axes, 16 orientations on each axis). Passenger overlay is not yet created, but would need the same number of sprites at least.For this roller coaster, the 'roll' is always 0, so you could reduce the set to just 256 sprites. In the general case however, you'll probably need all (or most) sprites.

The current sprite sheet is 1.3MB (at a tile-size of 64 pixels wide, 8bpp), with all orientations. It has a lot of 'empty space' around the cars, but if you add passenger sprites, and have several different roller coasters flying through loops at the screen, it adds up quickly. I really wonder how the original program managed to handle such amounts.

_________________My project: Messing about in FreeRCT, dev blog, and IRC #freerct at oftc.net

Hmm, apparently I was not clear enough. Zephyris, the graphics artist, provides all sprites for me. He uses blender, and has the generation process totally under control; he made entire zbase, a 32bpp base set for openttd, in a few months, which is about 40K sprites.It seems to me I cannot be of much help there ;)

_________________My project: Messing about in FreeRCT, dev blog, and IRC #freerct at oftc.net